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Linteum Character Kit
  • Linteum Character Kit
  • For Users
    • Quick Start Guide
    • Building a Character
    • Animating a Character
  • Advanced Topics
    • Working with Animations
    • Texture Atlasing In Depth
    • Advanced Features
    • Roadmap
  • Extending The System
    • Creating Compatible Clothing
    • Creating a Morph
    • Creating a Character Pack
    • Creating a Base Character
  • Scripting
    • Blending Characters At Runtime
    • Synchronizing Character & Clothing Morphs
  • Troubleshooting
    • Crumpled Meshes & Vertex Soup
    • Skin Surfacing Through Clothing
    • Shader Warnings
    • HDRP 2019 - Black Materials
    • Package Manager Dependencies
    • General Errata
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  1. Extending The System

Creating a Character Pack

This documentation describes how to use the Linteum Character Tool to make a Character Pack, which combines new materials and a morph into a brand new character asset.

PreviousCreating a MorphNextCreating a Base Character

Last updated 4 years ago

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To create a new Character Pack, use the Create Asset menu to create a new Character Pack asset somewhere in your project.

This will open the Inspector window, which allows you to override certain materials and optionally bring in a base morph. For more information on creating morphs, see:

The Replacement Material Sets field needs to be set to the same length as the underlying base character that the pack is intended for. Any blank slot will use the underlying character's base material. If a slot is present, then the same corresponding slot on the base character will be replaced by this material when this character is loaded.

Creating a Morph
From the "Create Asset" menu, you'll see a path from Character > Character Pack.